// Copyright 2020 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "dawn_native/CopyTextureForBrowserHelper.h" #include "dawn_native/BindGroup.h" #include "dawn_native/BindGroupLayout.h" #include "dawn_native/Buffer.h" #include "dawn_native/CommandBuffer.h" #include "dawn_native/CommandEncoder.h" #include "dawn_native/CommandValidation.h" #include "dawn_native/Device.h" #include "dawn_native/InternalPipelineStore.h" #include "dawn_native/Queue.h" #include "dawn_native/RenderPassEncoder.h" #include "dawn_native/RenderPipeline.h" #include "dawn_native/Sampler.h" #include "dawn_native/Texture.h" #include namespace dawn_native { namespace { // TODO(shaobo.yan@intel.com) : Support premultiplay-alpha, flipY. static const char sCopyTextureForBrowserVertex[] = R"( [[block]] struct Uniforms { [[offset(0)]] u_scale : vec2; [[offset(8)]] u_offset : vec2; }; const texcoord : array, 3> = array, 3>( vec2(-0.5, 0.0), vec2( 1.5, 0.0), vec2( 0.5, 2.0)); [[location(0)]] var v_texcoord: vec2; [[builtin(position)]] var Position : vec4; [[builtin(vertex_index)]] var VertexIndex : u32; [[binding(0), group(0)]] var uniforms : Uniforms; [[stage(vertex)]] fn main() -> void { Position = vec4((texcoord[VertexIndex] * 2.0 - vec2(1.0, 1.0)), 0.0, 1.0); // Texture coordinate takes top-left as origin point. We need to map the // texture to triangle carefully. v_texcoord = (texcoord[VertexIndex] * vec2(1.0, -1.0) + vec2(0.0, 1.0)) * uniforms.u_scale + uniforms.u_offset; } )"; static const char sPassthrough2D4ChannelFrag[] = R"( [[binding(1), group(0)]] var mySampler: sampler; [[binding(2), group(0)]] var myTexture: texture_2d; [[location(0)]] var v_texcoord : vec2; [[location(0)]] var rgbaColor : vec4; [[stage(fragment)]] fn main() -> void { // Clamp the texcoord and discard the out-of-bound pixels. var clampedTexcoord : vec2 = clamp(v_texcoord, vec2(0.0, 0.0), vec2(1.0, 1.0)); if (all(clampedTexcoord == v_texcoord)) { rgbaColor = textureSample(myTexture, mySampler, v_texcoord); } } )"; // TODO(shaobo.yan@intel.com): Expand supported texture formats MaybeError ValidateCopyTextureFormatConversion(const wgpu::TextureFormat srcFormat, const wgpu::TextureFormat dstFormat) { switch (srcFormat) { case wgpu::TextureFormat::RGBA8Unorm: break; default: return DAWN_VALIDATION_ERROR( "Unsupported src texture format for CopyTextureForBrowser."); } switch (dstFormat) { case wgpu::TextureFormat::RGBA8Unorm: break; default: return DAWN_VALIDATION_ERROR( "Unsupported dst texture format for CopyTextureForBrowser."); } return {}; } MaybeError ValidateCopyTextureForBrowserOptions( const CopyTextureForBrowserOptions* options) { if (options->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR( "CopyTextureForBrowserOptions: nextInChain must be nullptr"); } return {}; } RenderPipelineBase* GetOrCreateCopyTextureForBrowserPipeline(DeviceBase* device) { InternalPipelineStore* store = device->GetInternalPipelineStore(); if (store->copyTextureForBrowserPipeline == nullptr) { // Create vertex shader module if not cached before. if (store->copyTextureForBrowserVS == nullptr) { ShaderModuleDescriptor descriptor; ShaderModuleWGSLDescriptor wgslDesc; wgslDesc.source = sCopyTextureForBrowserVertex; descriptor.nextInChain = reinterpret_cast(&wgslDesc); store->copyTextureForBrowserVS = AcquireRef(device->CreateShaderModule(&descriptor)); } ShaderModuleBase* vertexModule = store->copyTextureForBrowserVS.Get(); // Create fragment shader module if not cached before. if (store->copyTextureForBrowserFS == nullptr) { ShaderModuleDescriptor descriptor; ShaderModuleWGSLDescriptor wgslDesc; wgslDesc.source = sPassthrough2D4ChannelFrag; descriptor.nextInChain = reinterpret_cast(&wgslDesc); store->copyTextureForBrowserFS = AcquireRef(device->CreateShaderModule(&descriptor)); } ShaderModuleBase* fragmentModule = store->copyTextureForBrowserFS.Get(); // Prepare vertex stage. ProgrammableStageDescriptor vertexStage = {}; vertexStage.module = vertexModule; vertexStage.entryPoint = "main"; // Prepare frgament stage. ProgrammableStageDescriptor fragmentStage = {}; fragmentStage.module = fragmentModule; fragmentStage.entryPoint = "main"; // Prepare color state. ColorStateDescriptor colorState = {}; colorState.format = wgpu::TextureFormat::RGBA8Unorm; // Create RenderPipeline. RenderPipelineDescriptor renderPipelineDesc = {}; // Generate the layout based on shader modules. renderPipelineDesc.layout = nullptr; renderPipelineDesc.vertexStage = vertexStage; renderPipelineDesc.fragmentStage = &fragmentStage; renderPipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; renderPipelineDesc.colorStateCount = 1; renderPipelineDesc.colorStates = &colorState; store->copyTextureForBrowserPipeline = AcquireRef(device->CreateRenderPipeline(&renderPipelineDesc)); } return store->copyTextureForBrowserPipeline.Get(); } } // anonymous namespace MaybeError ValidateCopyTextureForBrowser(DeviceBase* device, const TextureCopyView* source, const TextureCopyView* destination, const Extent3D* copySize, const CopyTextureForBrowserOptions* options) { DAWN_TRY(device->ValidateObject(source->texture)); DAWN_TRY(device->ValidateObject(destination->texture)); DAWN_TRY(ValidateTextureCopyView(device, *source, *copySize)); DAWN_TRY(ValidateTextureCopyView(device, *destination, *copySize)); DAWN_TRY(ValidateTextureToTextureCopyRestrictions(*source, *destination, *copySize)); DAWN_TRY(ValidateTextureCopyRange(*source, *copySize)); DAWN_TRY(ValidateTextureCopyRange(*destination, *copySize)); DAWN_TRY(ValidateCanUseAs(source->texture, wgpu::TextureUsage::CopySrc)); DAWN_TRY(ValidateCanUseAs(destination->texture, wgpu::TextureUsage::CopyDst)); DAWN_TRY(ValidateCopyTextureFormatConversion(source->texture->GetFormat().format, destination->texture->GetFormat().format)); DAWN_TRY(ValidateCopyTextureForBrowserOptions(options)); // TODO(shaobo.yan@intel.com): Support the simplest case for now that source and destination // texture has the same size and do full texture blit. Will address sub texture blit in // future and remove these validations. if (source->origin.x != 0 || source->origin.y != 0 || source->origin.z != 0 || destination->origin.x != 0 || destination->origin.y != 0 || destination->origin.z != 0 || source->mipLevel != 0 || destination->mipLevel != 0 || source->texture->GetWidth() != destination->texture->GetWidth() || source->texture->GetHeight() != destination->texture->GetHeight()) { return DAWN_VALIDATION_ERROR("Cannot support sub blit now."); } return {}; } MaybeError DoCopyTextureForBrowser(DeviceBase* device, const TextureCopyView* source, const TextureCopyView* destination, const Extent3D* copySize, const CopyTextureForBrowserOptions* options) { // TODO(shaobo.yan@intel.com): In D3D12 and Vulkan, compatible texture format can directly // copy to each other. This can be a potential fast path. RenderPipelineBase* pipeline = GetOrCreateCopyTextureForBrowserPipeline(device); // Prepare bind group layout. Ref layout = AcquireRef(pipeline->GetBindGroupLayout(0)); // Prepare bind group descriptor BindGroupEntry bindGroupEntries[3] = {}; BindGroupDescriptor bgDesc = {}; bgDesc.layout = layout.Get(); bgDesc.entryCount = 3; bgDesc.entries = bindGroupEntries; // Prepare binding 0 resource: uniform buffer. float uniformData[] = { 1.0, 1.0, // scale 0.0, 0.0 // offset }; // Handle flipY. if (options && options->flipY) { uniformData[1] *= -1.0; uniformData[3] += 1.0; } BufferDescriptor uniformDesc = {}; uniformDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; uniformDesc.size = sizeof(uniformData); Ref uniformBuffer = AcquireRef(device->CreateBuffer(&uniformDesc)); device->GetQueue()->WriteBuffer(uniformBuffer.Get(), 0, uniformData, sizeof(uniformData)); // Prepare binding 1 resource: sampler // Use default configuration, filterMode set to Nearest for min and mag. SamplerDescriptor samplerDesc = {}; Ref sampler = AcquireRef(device->CreateSampler(&samplerDesc)); // Prepare binding 2 resource: sampled texture TextureViewDescriptor srcTextureViewDesc = {}; srcTextureViewDesc.baseMipLevel = source->mipLevel; srcTextureViewDesc.mipLevelCount = 1; Ref srcTextureView = AcquireRef(source->texture->CreateView(&srcTextureViewDesc)); // Set bind group entries. bindGroupEntries[0].binding = 0; bindGroupEntries[0].buffer = uniformBuffer.Get(); bindGroupEntries[0].size = sizeof(uniformData); bindGroupEntries[1].binding = 1; bindGroupEntries[1].sampler = sampler.Get(); bindGroupEntries[2].binding = 2; bindGroupEntries[2].textureView = srcTextureView.Get(); // Create bind group after all binding entries are set. Ref bindGroup = AcquireRef(device->CreateBindGroup(&bgDesc)); // Create command encoder. CommandEncoderDescriptor encoderDesc = {}; Ref encoder = AcquireRef(device->CreateCommandEncoder(&encoderDesc)); // Prepare dst texture view as color Attachment. TextureViewDescriptor dstTextureViewDesc; dstTextureViewDesc.baseMipLevel = destination->mipLevel; dstTextureViewDesc.mipLevelCount = 1; Ref dstView = AcquireRef(destination->texture->CreateView(&dstTextureViewDesc)); // Prepare render pass color attachment descriptor. RenderPassColorAttachmentDescriptor colorAttachmentDesc; colorAttachmentDesc.attachment = dstView.Get(); colorAttachmentDesc.loadOp = wgpu::LoadOp::Load; colorAttachmentDesc.storeOp = wgpu::StoreOp::Store; colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0}; // Create render pass. RenderPassDescriptor renderPassDesc; renderPassDesc.colorAttachmentCount = 1; renderPassDesc.colorAttachments = &colorAttachmentDesc; Ref passEncoder = AcquireRef(encoder->BeginRenderPass(&renderPassDesc)); // Start pipeline and encode commands to complete // the copy from src texture to dst texture with transformation. passEncoder->SetPipeline(pipeline); passEncoder->SetBindGroup(0, bindGroup.Get()); passEncoder->Draw(3); passEncoder->EndPass(); // Finsh encoding. Ref commandBuffer = AcquireRef(encoder->Finish()); CommandBufferBase* submitCommandBuffer = commandBuffer.Get(); // Submit command buffer. Ref queue = AcquireRef(device->GetQueue()); queue->Submit(1, &submitCommandBuffer); return {}; } } // namespace dawn_native